This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a, as explained in the Legal Information page.

Quality of Items

The cost and function of the arms, armor and equipment described in this chapter are given for average specimens. Extremely well made (and poorly made) examples also exist. In fact, items may be graded as being one of several "levels" of quality.

Levels of Quality

There are six levels of quality used to describe items of all kinds, from weapons to works of art. The levels of quality correspond to the Difficulty Levels and Target Numbers (see the Core Rules). These levels are given below.

Level of Quality Table

Roll Total Quality of Item
0-5 Worthless
6-8 Poor
9-11 Below Average
12-17 Average
18-26 Above-average
27+ Master

Worthless Quality Items

Worthless items are completely non-functional and have no value whatsoever. Worthless items are incomplete, broken, or incorrectly assembled works, or otherwise have one or more obvious (and major) flaws.

Poor Quality Items

Extremely poor items function at a -3 (applied to any relevant skill rolls made when using the item). Each time a poor quality item is used in a stressful or physically demanding manner (such as a weapon used in combat), there is a one-in-six chance of the item breaking or suffering a catastrophic failure, rendering the item worthless (see Worthless Quality Items, above). Roll 1d6. If the result is a 1, at some point while the item is being used -- GM's discretion as to when -- the item will fail.

For example: A thief, Michinaga, has found a sword hidden in a treasure room. It is richly mounted, and he thinks it is therefore a good weapon. Unbeknownst to him, it is actually an extremely poor tachi in expensive furniture -- a dress piece. On his way out, he is challenged by two guards. He chooses to fight with the tachi, so the GM secretly rolls 1d6 and it comes out 2. The GM decides that the third time Michinaga strikes armor or parries with the weapon, it will snap at the guard. Michinaga scores a hit on the first guard's torso, protected by a hara ate, then parries a yari thrust. His third strike is parried by the guard, and the sword snaps. Michinaga is now unarmed and facing two armed opponents.

Below Average Quality Items

Below average items impose a -1 penalty to relevant skill rolls made when using the item.

Above Average Quality Items

Above average quality items provide a bonus of +1 to relevant skill rolls made when using the item. Above average quality armor may provide +1 AV and above average quality weapons may provide +1d6 damage in lieu of the +1 skill roll bonus.

Master Quality Items

Master quality items are those of the highest man-made quality. They are individual specimens of master quality workmanship. Master quality items fetch incredible prices on the open market, if they can be found for sale at all. In most cases, master quality items are handed down as heirlooms or given as gifts of incredible value. Such gifts are sometimes given to ensure the loyalty of the recipient to the giver.

Master quality items provide one of the following bonuses: +2 bonus to the skill roll with which the item is used; +2 to the AV (for armor); or +1d6 damage (for weapons). In the case of weapons, the bonus can be split between both the skill roll bonus and the extra damage done by the weapon. For example, a master quality sword could provide a +2 bonus to skill rolls, +1d6 damage, or both +1 to skill rolls and +2 points (1/2 d6) of damage.

Appraising Quality of Items

Characters with the skill required to create a similar item, the Appraisal skill or the appropriate Knowledge skill may attempt to appraise an item's quality. The character makes a skill roll using his INT + SKILL (TN 18). On a successful roll, the character determines the true quality of the item.

For example, to appraise a sword, a character could make a skill check using his INT + Swordsmith.